EditorExportPlatform in Godot – Complete Guide

Learning to export projects effectively is a cornerstone in the journey of any game developer. When working with Godot 4, understanding the EditorExportPlatform class is crucial for taking your games from the development stage to players’ screens across various platforms. Let’s dive into the world of EditorExportPlatform and discover how it can streamline the process of bringing your projects to life on different devices.

What Is EditorExportPlatform?

The EditorExportPlatform class is a fundamental part of the Godot 4 engine; it’s the backbone that supports exporting your game projects to a myriad of platforms. This class inherits from RefCounted and serves as the base for several specific platform export classes like EditorExportPlatformAndroid and EditorExportPlatformWeb.

What Is It For?

By leveraging the EditorExportPlatform class, Godot extends its capabilities to export game projects seamlessly. The class not only handles the generation of release builds but also manages platform-dependent metadata. Essentially, it’s the tool that transforms your creative efforts into playable formats, be it for Android, iOS, web, or desktop.

Why Should I Learn It?

Mastering the EditorExportPlatform concept is vital for a couple of reasons:

– It’s the final step to share your game with the world.
– It solidifies your understanding of the Godot engine’s workflows.

Learning how the EditorExportPlatform operates will empower you to customize and optimize your game’s release, ensuring that it reaches your audience with all the features and performance you envisioned. Whether you’re a seasoned coder or just beginning, grasping this knowledge is a leap forward in your game development skills.

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Setting Up Export Presets

Before diving into code examples, it’s crucial to first establish the necessary export presets within the Godot editor. This step is essential as it sets the groundwork for the EditorExportPlatform class to do its job.

# Assuming you're within the Godot editor interface
# Navigate to Project -> Export...
# Choose 'Add...' and select the desired platform (e.g., Android, Windows, etc.)
# Configure the export settings as required for the platform

Once you’ve configured the export presets, you can utilize scripts to automate the export process.

Exporting with EditorScript

To automate exports, you can write an EditorScript that interacts with the EditorExportPlatform class.

extends EditorScript

func _run():
    var export_preset = EditorExportPreset.get_export_preset('YourPresetName')
    var platform = export_preset.get_platform()
    var export_path = 'path/to/your/exported/game'
    platform.export_project(export_preset, export_path)
    print('Export finished!')

Include this script in your project and run it through the editor’s script runner feature. This will execute the export using your predefined preset and save the exported project to the specified path.

Modifying Export Presets via Code

Sometimes, you may need to adjust certain export parameters programmatically. This can be done by manipulating the export preset you’re using.

var presets = EditorExport.get_presets()
for preset in presets:
    if preset.get_name() == 'YourPresetName':
        preset.set('export/path', 'new_export_path')
        preset.set('application/name', 'New Game Name')
        # You can set other preset properties as needed here

Modify parameters such as the export path or the application name dynamically, allowing for flexible build processes tailored to different versions or release configurations.

Batch Exporting to Multiple Platforms

The true power of automating exports with EditorExportPlatform is realized when exporting to several platforms at once.

extends EditorScript

func _run():
    var presets = EditorExport.get_presets()
    for preset in presets:
        var platform = preset.get_platform()
        var export_path = 'path/to/your/exported/%s/game'.sprintf(preset.get_platform().get_name())
        var error = platform.export_project(preset, false, export_path)
        if error != OK:
            print('Failed to export for: %s' % preset.get_platform().get_name())
        print('Successfully exported for: %s' % preset.get_platform().get_name())

This script iterates through all the presets and triggers an export for each platform. Note how the export path is customized for each platform using the platform name. This makes it easier to organize the exports and prevents overwrite issues.As you continue to diversify your game’s reach, managing different export options becomes increasingly important. With Godot’s scripting API, you can control even the most granular export settings. Here are additional examples that showcase how to fine-tune your exports using the EditorExportPlatform class and its related functions.

Customizing Export Options

When you need to tweak specific options for a particular platform, you can do so by adjusting the corresponding settings within the preset.

var preset = EditorExport.get_preset('YourPresetName')
preset.set('application/icon', preload('res://icon.png'))
preset.set('screen/width', 1920)
preset.set('screen/height', 1080)
# Change screen size, icon, or other attributes as needed

In this example, you’re setting the application icon and screen size directly through code, enabling you to script changes based on your project’s needs.

Automating APK Signing for Android

When exporting to Android, it’s crucial to have your APK signed. Here’s an automation snippet for signing an Android APK:

var preset = EditorExport.get_preset('Android')
preset.set('keystore/release', true)
preset.set('keystore/release_password', 'your_keystore_password')
preset.set('keystore/release_user', 'your_keystore_username')
preset.set('keystore/release_key_alias', 'your_key_alias')
# Set up other Android-specific options here

This code sets the necessary flags and credentials for the Android release keystore, which Godot will then use during the APK generation process.

Handling Export Errors

It’s important to handle potential export errors gracefully. You can capture errors and take appropriate actions based on the feedback.

var preset = EditorExport.get_preset('YourPresetName')
var platform = preset.get_platform()
var export_result = platform.export_project(preset, false, 'path/to/export')

if export_result != OK:
    match export_result:
            print("Export preset is unconfigured.")
            print("Can't create export file.")
        # Consider other error cases as needed
            print("An unknown error occurred during export.")

This snippet demonstrates error checking, which gives you the opportunity to log specific issues and inform your development process.

Batch Exporting with Different Options

If you’re managing a large project with different configurations for each platform or scenario, you can iterate over presets and conditionally change their settings.

var presets = EditorExport.get_presets()
for preset in presets:
    var platform_name = preset.get_platform().get_name()
    if platform_name == 'Windows Desktop':
        preset.set('application/name', 'My Game Windows Edition')
    elif platform_name == 'Android':
        preset.set('application/name', 'My Game Mobile')
        # Set up any Android-specific configurations
        preset.set('debuggable', true)
    # Export each customized preset
    var export_path = 'path/to/%s_version'.sprintf(platform_name)
    preset.get_platform().export_project(preset, false, export_path)

This lets you explicitly set different application names and other settings for each platform, streamlining the creation of platform-specific builds.

With these tools and code examples, you’re now equipped to create a sophisticated export workflow for your Godot 4 projects. Automating your export process not only saves time but also ensures consistency and reduces the risk of human error during the build generation. Remember to test your exports thoroughly across all intended platforms to guarantee the best player experience.

And of course, for those of our readers eager to master these skills, we at Zenva offer comprehensive courses that cover Godot development, export automation, and more. With our expert guidance, you’ll be creating and exporting games with confidence in no time. Embrace the learning curve and embark on your game development journey with us!When working with exports, you may also want to include or exclude certain resources based on the target platform. For instance, you may have higher resolution textures for desktop versions and lower resolution for mobile versions. Godot’s scripting API allows you to automate this resource management during the export process.

Filtering Resources by Platform

You can set up filters to include or exclude resources on a per-platform basis using wildcard patterns.

var preset = EditorExport.get_preset('Android')
preset.set('resources/exclude_filter', '*.png; *.wav')
preset.set('resources/include_filter', '*.etc2; *.ogg')
# Exclude PNG and WAV files, but include ETC2 and OGG files for Android

This approach helps in managing different assets for different platforms efficiently and can be repeated for each relevant preset.

Furthermore, you might want to perform specific actions before or after the export process, such as copying additional files or writing metadata. The EditorExportPlatform class provides signals that can be connected to custom functions to achieve this.

Defining Pre and Post Export Actions

Connect to the ‘export_begin’ and ‘export_end’ signals to perform actions at the start and end of the export process.

function _on_Export_begin():
    print("Pre-export actions...")
    # Perform any pre-export tasks here

function _on_Export_end():
    print("Post-export actions...")
    # Perform any post-export tasks here

var preset = EditorExport.get_preset('YourPresetName')
preset.connect('export_begin', self, '_on_Export_begin')
preset.connect('export_end', self, '_on_Export_end')

You can define these functions to execute code like copying save files, writing version numbers, or performing cleanup tasks.

Setting Up Export Flags

You may need to activate or deactivate certain features or behaviors when exporting your project, and you can do this using export flags.

var preset = EditorExport.get_preset('YourPresetName')
preset.set('export/track_physics_frames', true)
preset.set('export/track_physics_frames_skip', 2)
# Enable tracking of physics frames and set the skip frames for the export

This can be particularly useful for features that should only be active or inactive in production builds, like debugging tools or performance tracking.

Exporting for Internationalization

If your game supports multiple languages, Godot’s export system can handle the internationalization process.

var preset = EditorExport.get_preset('Windows Desktop')
preset.set('locale/translation_remaps', {'en':'res://locales/en.translation', 'es':'res://locales/es.translation'})
# Set up translation remaps to include the correct translations for each supported language

As you specify translations remaps, only the selected language files will be included in the export, optimizing the size and content of your game.

In each of these examples, the key takeaway is how the Godot Editor’s flexibility allows you to tailor the build process to the specific needs of different platforms. With Godot 4 and its powerful scripting capabilities, the game development and export process is not just a creative endeavor but also becomes an exercise in clever programming and automation. Using the tools that the engine provides, you can ensure your game looks, feels, and performs as well on a player’s device as it does during your development.

At Zenva, we’re passionate about elevating your learning journey and providing the necessary tools and knowledge to succeed. Our range of expert-led courses on Godot and game exports will guide you through each stage of this process, ensuring you’re well-equipped to create exceptional games that stand out in today’s diverse and competitive market. Start learning with us now and bring your game development dreams to reality!

Continue Your Game Development Journey

Embarking on the path of game development is a journey of constant learning and experimentation. Having explored the ins and outs of exporting projects in Godot 4, your toolkit is now richer, but the learning doesn’t stop here. To continue growing your skillset and bringing your gaming ideas to life, joining the robust courses in our Godot Game Development Mini-Degree is a great next step.

This comprehensive collection of video courses is designed for both beginners and those looking to deepen their understanding of game creation. With a focus on practical projects, from 2D platformers to complex RPGs, our curriculum enables you to build a solid portfolio that showcases your capabilities. And because Godot 4 is free and open-source, it’s a highly accessible way to craft games that resonate with your vision.

In addition, if you’re looking for a more extensive selection of topics, do visit our full array of Godot courses. Each course is tailored to fit around your schedule and accessible on all modern devices – ensuring that you can learn anytime, anywhere. So take the leap, refine your talents, and gain the confidence to stand out in the game development world with Zenva.


Conquering the technicalities of game export with Godot 4 is a milestone in your game development career, and we hope this guide has illuminated the path forward. By understanding the intricacies of the EditorExportPlatform class and mastering its application, you’re one step closer to realizing your dream of sharing your game with the world. But don’t let the journey end here. Continue learning, experimenting, and refining your craft with us at Zenva.

Whether you’re polishing your first game or architecting a new virtual adventure, nourish your passion for game development with our Godot Game Development Mini-Degree. By joining our community of learners, you’re not just gaining knowledge—you’re building a foundation for a lifetime of creation and success in the exciting world of game development. Let’s code, create, and celebrate your progress together at Zenva.

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